Battle System Information

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Battle System Information

Post  RX-178 on Tue Jul 12, 2011 1:40 pm

Battle System Information:

This will explain the rules and mechanics of the SRW-X battle system. It’s a simplified version of the one used in Super Robot Wars. Please read and understand this before posting in a battle, so we can all enjoy SRW-X.

--Each major battle in SRW-X will feature a mp wherein players can move according to the Move abilities of their mecha. Maps are divided into squares, and they will have coordinates. Coordinates are marked according to the letter and number that correspond to them. In essence, this will be like a multiplication table.

Examples of Coordinates: A-1, A-3, C-5, H-8, and so on.

--On each map, there will be either spawn points or a side of the map you spawn on. You are free to choose one before the battle begins. Green for HRA, blue for UNEF. You can’t pick another player’s spawn point.

Phases and Turns
--Both sides will take turns in attacking and moving. One phase contains all the turns that will be done by the player. If it’s the UNEF Phase, only the UNEF players can move and initiate attacks. Same goes for the HRA. A player can only move and attack once per turn, after the enemy has responded to the attack by defending or counterattacking, the player ends his turn, allowing his teammates to move and attack on their own. Once all of a team’s players have ended their actions, the opposing team’s phase begins.

--This is where most players encounter problems. You really need to look at the MAP carefully, to see where you will go. You may move horizontally and/or vertically, as far as your mecha will allow you to go. In other words, to move one space diagonally you need to move one space horizontally and then one vertically. You may even move less than the maximum move ability of your machine.

--Attacks depend on your range and ammo/EN. Projectiles will have longer range than melee weapons, but they have a lower chance of hitting. Don’t forget to subtract your EN or ammo depending on the attack you made. You will also roll a dice depending on the weapon you used, as some weapons have more accuracy than others.

Volt Laser
---Power: 1200
---EN: 5
---Range: 4
---Type: Beam S

This means you have to roll the Beam S dice. If an attack has a “x 3” or “x 2”, then you have to set the dice to roll 3 times. Additionally, some attacks have a “v 3” or “v 2” on their stats. This allows you to select the number of attacks you make. For example:

Bifors BMM-24 All-regime High-Maneuverability Micro-Missile
---Power: 400 ( V-8 )
---Ammo: 16
---Range: 4
---Type: Missile

With this attack, you can choose to launch anywhere from one to eight missiles, depending on how much ammo you have left. So, if I launched eight missiles at once, I’d have eight ammo left. Remember to roll the appropriate number of dice and reduce ammo accordingly.

An attack that did not follow the rules, or forgot to subtract ammo/EN or dice roll will be considered a “MISS” even if you roll a “HIT”

Counterattacking, Defense, and Dodging
--Some units have the option to use Shield Defense or other defensive systems. Some machines even have special damage alterations due to their sheer size. If you use your shield, if the attack is a HIT, you only take 50% of its full damage potential. Other systems reduce damage at the cost of EN, etc. Note that if you use Shield, the option to Counterattack becomes invalid.

--Some units also have the countercut or countershoot abilities. These allow you to pay the cost of using a weapon to intercept some attacks. For example, on the Alteisen, I could intercept a single missile attack (one dice roll) by paying the 10 EN cost of using the weapon once. Countercut can intercept either melee, missile, or remote weapons. Countershoot can only intercept missile and remote weapons. Nothing can intercept beams.

--All units have an agility score listed in their stats. When you use the dodge dice, they will produce a number. If your agility score is below that number, you have successfully dodged the attack in question. Note that if you fail a dodge you cannot use any defensive systems or counterattack. Also, note that you have to roll the dice once for each hit an opponent has made.

--If you decide to retaliate, you can shoot the attacker with a weapon of your own, but you can’t move to do it. If he’s out of range, it’s better to just defend than try to do a counter.

--Should the Defender retaliate, the Attacker can try to block it, but he cannot perform another attack as he had already done so when he initiated combat.

--After the Defender performs an action, it is the end of the Attacker’s turn. It’s time for the Attacker’s comrades to move and attack on their own, or end the Phase if all Attacking team members have ended their actions.

--Defenders please do the math and subtract your HP when you are hit.

Support Defense
--You can take damage meant for your ally. If you're one space from him, vertically or horizontally, you can take the enemy's attack instead. This works even after your turn is over. Note that you can use your shield in doing this, and can still do so even if you have no more shield left. Just be careful though.

Dynamic Kills
-- If your attack is the one that destroys an enemy mecha, you may make another post describing its demise is an appropriate manner. The only limitation is that you cannot kill the opposing player (if a PC opponent) without permission. Otherwise, have fun.

Your fates
--Ultimately it’s up to you if your mecha reaches 0 HP. You may escape with your character or choose to die along with your machine.


Posts : 186
Join date : 2011-07-12
Age : 37
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